Demo Archtower


Hi, everyone!
Let me show you my new game in progress, Archtower!
This is Action/RPG with arcade and roguelite elements.

~new thumb.png

There is a great Tower in the world of the game. It is always been there. Primitive community of people, organized in family clans, are trying to get into it. You are playing for one of those families. Who knows what will next offspring of your clan find there, a fame, some treasures, or just a painful death.

Every time you die you pick a new character from roster with randomly choosen classes. Here are 4 starter classes (2 more are unlockable, and more will come):

Uses swords mostly, fast and strong. Has devastative attacks. If you need better defence he can wear shields. Resource - Power, replenishes when you defeat your enemies.

Passive - 5% faster attack speed.
Charge - fast movement forward, can be used to run away, ethier can be paired with a sword attack for offence, that will cost you PP (Power Points).
Swifty Strikes - experienced Fighters can use this move to unleash multi hit combo for burst damage on heads of their enemies.

Dexterious one, can be trained to master range weapons, or be more agressive in close combat. Resource - Stamina, replenishes fast, but limited pool size.

Passive - 5% more accuracy.
Throwing Rock - fast and powerful ranged attack, it can headshot humanoids with increased damage, even player itself, be careful, but if you won't hit humanoid in the head, it will deal little damage if not upgraged.
Act of Survival - experienced Vagabonds know how to survive under pressure, letting you ignore weapon damage for short period, use this to buy you some time to escape or outdamage your opponents.

Some scholars want to engage in combat as much as fighters do, you can train them to be more defensive melting your enemies with burnings or just to be litteraly an explosive ones. Resource - Energy, replenishes slowly in battle, and x6 outside of combat.

Passive - 5% more energy damage.
Flaming Vial - ranged damage over time attack, enemies burn for a few ticks, can be upraded to an explosive charge.
Fireball - strong slow-moving single-target projectile skill for experienced Firestarters to bring havoc upon your enemies.

Cunning one, master of poisons and toxins, most of his enemies will regret it over time. Resource - Stamina, replenishes fast, but limited pool size.

Passive - 15% poison resistance, reduces duration for Poisons and Toxins that affect a player.
Poison Vial - ranged damage over time attack, enemies slowly loss a lot of their health points.
Toxin Vial - ranged debilitating attack for experienced Poisoners, will inflict low damage over time and will make your enemies weaker.


WASD + mouse - movement;
Space - jump;
LMB - primary weapon attack;
RMB - extraslot action;
Q - class skill 1;
R - class skill 2;
Shift - crystal slot skill;
E - interact/pick up;
C - weapon swap;
I - open inventory;
F - heal potion;
Z - drink resource potion (if talanted);
Tab - switch first/third-person mode;
M - minimap;
Alt - walk slowly;


LMB - drag items;
RMB - use/equip;
Shift - compare equip with worn items, see second weapon stats;
Shift+RMB - equip to extra slot;
Z - drop from inventary;
Shift+Z - drop one item;


RMB - buy/sell;
Shift+RMB - buy/sell one item;


PageUp - turn on/off FPS count;
Shift + Num+ - increase scale;
Shift + Num- - decrease scale;
Scrolling - change size of minimap (if showed);
Cntrl+Scrolling - change transparacy of minimap;


Cntrl+Alt+F1 - turn on/off low-rez fix, use it if you turned low-rez settings on and GUI draws incorrectly (off screen, either too small in left upper corner);
Cntrl+Alt+F2 - turn on/off fast fps fix, use it if game runs with double speed to reduce it to half speed, v-sync must be turned on to have any effect.

Xbox 360 controller is supported (mostly)


Archtower on

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Looks nice. I would add a bit more shades/highlights to the character to kind of go with the rest of it.

Nice though.


Nice work! It's always great seeing people work in 3D since it can be so complex.


This game is awesome dude! I love the style and the controls! Its like a roblox dark souls. Although I do think it still has much room for improvement. I played it for a while and I think what I am mostly missing is more feedback that the player is being hit by the enemy. Also the camera is a bit shaky when walking close to walls. Well Im just poppy Harlow Im not supposed to give my own opinion


Patch v0.1.1 is released!

• First-person mode added (press Tab to switch)
• More visuals for debuffs (few variants for first-person too)
• Better hit detection feedback for player (visuals, melee mobs push player)
• Blood - better color scheme, a bit upscaled, a bit more blood from enemies
• Batbirds now screech when alerted, for easy and normal difficulties
• HUD is now scaled for large monitor resolutions
• Fixed problem when game is broken if shaders don’t work
• Overall FPS increase through optimization
• Other minor changes and fixes



Much-to-fix Patch v0.1.2 is released!


• better third-person camera, almost no twitching
• better throwing rocks ricochet
• rocks won’t stuck when you throw them staying near walls
• fixes for first-person mode, better aiming, effects for charge skill of fighter class
• window mode is working now (press alt+enter to switch)
• enemies have a pathfinding now
• better agro for enemies, they will be alert from near noises of throwing rocks, or broken glass
• boss at second phase will get a little time to cast its teleport, so player can be ready for it
• on easy mode is possible to headshot elite cultists, even if they are invisible
• hp of player and enemies were doubled and damage system rebalanced to adapt it
• if you press sword attack during fighter’s charge its will strike up to 3 targets with increased damage
• blood spots can now stay on walls as well as on the floor
• better color scheme for poisons (bottles, gas)
• internal code improvements for more comfortable use of it later in development

for testing purposes in debug mode only (press PageUp):
• you can see hp of enemies in debug mode, not sure if it looks good or bad, can be considered as an option/upgrade for the future versions
• you can skip right to the next descendant hero pressing shift+delete
• press B to spawn blood on your hero


Road-to-the-Tower Patch v0.1.4 is released!

• tutorial added, as a bit of first new content and a piece of story
• surname is not random anymore, it is always Montekker
• names are less comical now
• throwing stone won’t oneshot player anymore, it deals 8 damage instead, in cases of self-headshot
• sound of steps on the grass added
• fixed pathfinding issues of birdbats

more pics:



Battle-text Patch v0.1.5 is released!

• battle text added (press PageUp to see it)
• damage over time system is reworked for better use in future updates and for battle text feature
• minimap is now centered at hero location, it also more transparent and has lesser size, it is planned to add those parameters to settings for player in future updates
• throwing rocks have lesser collision mask now, for more convinient game expirience
• goblins got a bit slower run speed
• spikes a bit darker to better notice, some places with spikes are redesigned
• first person camera allow you to look a bit lower and higher
• some changes and fixes for tutorial
• fixed a bug, where third potion position was incorrect on large monitors
• fixed a bug, when it happens sometimes with slow diagonal movements
• other minor fixes

Hi mate, just wanted to ket you know I'm getting this error appearing just after the menu screen. Screen goes white, and then this...
action number 1
of Create Event
for object o_hero:

local variable healclass(100001, -2147483648) not set before reading it.
at gml_Script_gml_character_gen
stack frame is
gml_Script_gml_character_gen (line -1)


Settings & Upgrades Patch v0.1.8 is released!

• new animated title screen
• title menu with settings, fully working with mouse
• escape menu pauses the game and gives you access to settings
• aim settings (show/hide) added
• battletext settings (show/hide) added
• enemy hp settings (hpbar/digits/hide) added
• blood settings (off/less/normal/more) added
• mouse sensitivity (both axis) added
• keybind settings added, now you can remap almost every action/button as you wish
• volume settings added
• shader settings (show/hide) added
• window mode settings added
• language selection (rus/eng) added
• minimap settings (size and visibility) added
• level unlocks with difficulty modes act separatedly, if you unlock floor at higher difficulty level, it will do so for lower ones, but not vice versa
• now you can loot gold coins and crystals for upgrades
• if you die you will loose your unsaved loot, it saves at level end, also if you have specific tower upgrade, you have a chance to pick it up with next character, if it won’t die in a row
• fire traps now spit out actual jets of fire
• goblins now can activate spikes and even die if hesitated
• npc text speeches are now in speech clouds, kind of
• boss now have flat damage reductions, 5 flat phisical resist, 2 flat elemental, and strongly reduces poisons dot duration
• random roster is added, every time when you get a new char (starting from title menu, or restarting after death), you now have a random roster to pick a new character from a few candidates
• now you have acsess to a camp (wip), there you can buy some upgrades
• tower upgrades (chance to pick up dropped loot, +1 medicine pot from start, pots cure poisons/toxins/burns, +1 random roster increase)
• skill upgrades, stick and sword got straight forward upgrade line, but other skills can be specced in one of two upgrade ways, respecc is possible
• medicine pots now heal over time, but fast as well
• tutorial fixes/changes
• other minor fixes/changes
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Inventory & Stats Patch v0.2.0 is released!

• coins cost and gains rebalanced
• boss is redone and simplier
• melee attacks stop you from flying through enemies
• gamemaker limited lighting system added (a bit buggy sometimes)
• inventory and equipment systems implemented
• if you die you drop your belongings and can try retake it, if you have that tower upgrade
• inventory has unlimited slots, but items have weight, and too much weight can slow you down, based on how much overweight is
• you can now change weapons, even fist fight your enemies
• inventory can be sorted by name, by item quality color, by weight and by item type, ascending or descending
• your character is saved if you are alive
• in the camp your HPs regenerate slowly
• your character can 1) go away with loot, 2)run away with a chance to drop backpack, 3)just be replaced by next hero (in the tower), 4)and go for retiement (in the camp)
• your character can got exp and rise levels, limit is 5 for now
• jump speed is decreased by 20% for smoother jumping
• spike traps damage decreased and rebalanced for difficulty levels
• texture flush added at the end of the levels for optimization
• gamepad is supported now (90% of the time for now)
• autoscale enhanced
• projectiles now have a trail
• upgrades are reworked, no 'way only' choices, now more like 'take what you want more' choises
• debuffs show on mobs above their heads and hpbars
• batbirds and gobloids been slowed down a bit more
• characters have stats STR, DEX, INT. HP, weight capacity and weapon damage are calculated with formulas based on those stats
• tutorial intro adapted for new systems
• characters now have resources for their skill usage: power, stamina, energy, based on class type


Camp and Banners Edition Patch v0.2.1 is released!

• you can find treasure chests with loot
• elite blue cultists now have armor on hard difficulty (1 flat ph. damage reduction)
• weapons now can do critical hits, chance based on DEX, bonus damage based on STR
• when you leave tower you go to camp
• new rare mob variations, chance based on difficulty and level
• coin/crys magnet, coins and crystals now move to the player if near
• improved effects like poisoning, bottle breaking, explosion decals
• weapons now have damage random range instead of fixed value
• added new armors (light and clothes)
• added banners for factions
• new prop elements for camp (tents, fence, banners)
• fixed elements that didn't autoscale to resolution
• fixed moments when bats won't aggro if rock hit them on cellar
• you can change scale by pressing Shift + Num+, Shift + Num-
• better pathfinding
• bats move more alive
• added v-sync option for settings
• you can enter windowed fullscreen mode by pressing Alt+Enter, that may fix 144Hz monitor problem when FPS is too high
• lamps relocated for better lightning
• spikes are much easier to see now
• melee attacks move you forward with less force
• when you level up you will heal hp ammount that you got hp max increased
• kinda fixed problem when mouse sensitivity on large monitors was too high (testing is needed)
• you save your looted coins and crys when you run away and don't loose your backpack


Low-Rez and Stash Edition Patch v0.2.2 is released!

• there is a stash chest in the camp now, you can store your items there
• added low-rez old-school imitation setting (works only with shaders on)
• added option to hide mini cooldowns near cursor aim
• added Y-axis inverted option
• added new weapon type - knives, poisoner have knife as a starting weapon now
• now you can equip items to extra slot by holding Shift
• improved item descriptions, alse you can compare items to worn equips while holding Shift (if you have saved data from previous versions old items won't show correct descriptions, dropping them is recommended)
• items have different sounds when you drag/drop/use them
• added lighting system to intro and camp as well
• torches and flames have glowings
• if you enter combat you can leave it in 5 secs if no hurt was dealt or to hero, either to enemies (out of combat some resource types regenerate faster, like Energy Points and Stamina Points)
• added relax system for energy resources: out of combat if you don't move completely you will enter relax state after 5 seconds, it boosts Energy only resource to replenish even faster
• added battle text to hero being hurt/healed situations
• added pop-ups to main stats and sorting buttons when you hover mouse over them
• level draw optimization boosts fps on old PCs
• rework and improvement for dot system, resists and armor types
• now hp ammount saves with character
• added auto scale to upgrade windows
• circular cooldowns on action bar now go clock-wise, in traditional way
• item names and descriptions is localized and change when you change language
• frame and background added to pop-up of item pick ups for better visibility
• medicine pots now heal 1/3 of it power instantly and other part over time
• damage formulas improved, swords, sticks and fists damage based on STR, knives damage based on DEX
• vagabond throwing rock upgrades changes - first tier, second upgrade, -25% body damage penalty removed
• bag fixed when goblin screams overlayed over each other too loud
• bag fixed when game crashed with map on in camp
• bag fixed when crits in intro didn't show right
• bag fixed when sometimes wrong lamps were turned on in the level start
• bag fixed when you lost your inventory if you go to intro and choose to run away
• bag fixed when null character created if you don't have any characters and choose to run away from intro
• bag fixed when elite mobs appered in wrong places
• bag fixed when camera went through floor if you looked up in firstperson
• bag fixed with weight of backpack calculation
• low-rez fix added - see Controls in Description (Fixes)
• fast fps fix added - see Controls in Description (Fixes)
• other fixes


Skills & Animated Menus Edition Patch v0.2.3 is released!

What's new:

• attack speed (based on DEX, class passives, items)
• accuracy (based on DEX, class passives, items), affects throwing bottles, rocks, maximum to 100% for reduction, above 100% goes to +headshot damage
• skill damage power (based on STR+INT)
• cast speed (based on INT), but no casting skills yet
• passives for every class (vagabond +5% accuracy, fighter +5% attack speed, firestarter +5% energy damage)
• upgrades for passives
• PP/TP/EP potions added (if you have such upgrades)
• new skills window (default keybind - U), allows skill upgrades in tower, for respec you still have to go for your family npc trainer
• notification at the left lower corner when you meet requirements for upgrade
• skills grow in power grow based on char level and stats (rock - DEX+STR, posion - INT+DEX, flames - INT)
• DEX classes use trick points (TP) instead of stamina (SP)
• new items - simple necklace, cheap ring
• first secret area
• when you get expirience it shows on hud near exp bar
• trap chests
• sprite turns for enemies (testing this system)
• critical hit resistance, boss has it
• headshot resistance, boss has it
• animated menus, pop-ups on items and stats (can be turned off/less/more in settings), sound effect for menu opening/closing
• tips for gamepad controls
• new settings category Extra, for nerdish specific settings
• settings for disabling/enabling melee attack dash
• melee dashing adjusted for higher attack speeds
• adjustments for poison resistance
• poisoner passive gives 15% poison resistance
• fists (no weapon) now have damage spreading
• armor / energy armor adjustments - half of armor goes to flat damage reduction, other half goes to resistance rating (1% of physical/energy resistance per every 10 points)
• new sprite for throwing rock skill
• GUI adjustments, control tips on skill bar
• open barrels with use button (default - E)
• chosen camera mode (1st/3rd person) saves when game is closed
• new algorithm for healing from drink
• settings for minimap right away, don't have to go for settings menu (scrolling - change size, scrolling+cntrl - change transparency)
• fighter won't get power points (PP) per enemy slain during charge
• enemies have damage spreading for melee, with this and armor/resistances intact overall dps increasement for enemies, especially for hard difficulty
• full support for gamepad
• prevented extra crashes if item sprites doesn't exists (for example: when you play older version of game after newer one, not recommended, though)
• landing sound when jumping straight in the place, at last!
• fixes for key showing on minimap
• fixed some pop-ups going over screen borders
• bug fixed, batbirds could hit you from ceilng
• bug fixed, extra sounds with stash openning
• bug fixed, item sound when trying to use empty inventory/stash slot
• other adjustments and fixes


Some New Content Edition Patch v0.2.5 is released!

Download: Link

What's new:
• after boss battle you now have treasure chests with loot and exit gate
• new secret rooms
• new armor pieces - helmets
• maximum level raises to 10, after you beat cultist boss
• head bobbing (can be turned on/off)
• some armor pieces have innate bonuses, for example cloth armor increases your resource pool
• field of view settings
• new weapons - bows
• green loot (better quality), those items have prefixes, item names are generated according to prefixes
• prefixes (hpmax, accuracy, attack spd, cast spd, crit damage, crit%, armor, energy armor, capacity, resists)
• mobs can crit
• second weapon attack (default - 'RMB')
• weapon swap action (default - 'C')
• skillbar shows equipped weapons on weapon attack buttons
• if atack speed goes over 200% it converts to multistrike
• new classes - Archer, Vandal
• rage resourse for STR-based classes, it refills in combat, slowly decreases out of combat, and drops drastically in relax state
• indicator of combat/relax state is shown near hp bar
• heavy armor, heavy helmet (starts to drop after beating first boss)
• shields, shield slam
• energy armor improves from INT stat
• simple blob shadows for objects
• useful keybind tips (weapon swap, camera mode, minimap, skills, inventory) above skillbar is shown (can be turned on/off)
• new perks for skills on 8 and 10 levels
• new tower upgrades, you gain them after beating the boss (faster camp hp regen, hp pots remove bleeds (no bleeding mobs for now, so its useless), roster pool increase +2)
• after you beat boss level you gain notification about new unlocks
• new status effects implemented: bleeds, fear, slowment, weakness (decreases weapon damage)
• new damage type: sonic, has no resists, but strikes for half damage on bosses
• new battle mechanics: partial armor ignore, cast interruption
• license.txt composed to give appropriate credits to some sounds I took from internet, some of them will be replaced by my own ones, but some will stay as they fit perfectly in (like rain sound from intro and goblin sreams)
• minimap remembers your previous explorations
• shop keeper at camp now works, you can buy/sell items with him, from start his stock is short, but it will widen as you conquer the tower
• gray loot implemented, it drops from time to time and can be only sold to merchants, there is a "sell all junk" button in the shop window
• item description pop-up is reworked, also selling/buying cost is now showing there
• added little visual effect to headshots
• batbirds are slightly redrawn to be more spotable
• better movement inertia, some slower movement
• all mobs have decreased running speed, and they dodge a bit less
• coins drop less from barrels, more from chests
• reworked drop lists
• more predictable fire traps on level 1-3
• hp regens at camp much faster
• spike traps do impulse attacks with cooldown
• mellee attack dash removed from main weapon attack, setting for that removed too, dash added to second weapon attack
• boss changes: can be bodyshoted by throwing rock, energy and posion resists are drastically decreased
• you can autoattack if you hold main weapon attack button
• by default primary skill moved from 'RMB' to 'Q', second weapon attack now goes to 'RMB' bind
• simplified requirement to equip, instead of main stats it requires 'masteries', list of those can be seen in class based passive skill description
• stalthed mobs now can be headshotted properly, but they turn completely invisible at some range (based on difficulty)
• attack speed pop-up description now shows multistrike stat, instead of dps
• body and mental resists are based on STR and INT stats
• skill usage cost is shown on skillbar, if resource is not enough skill image goes dark to indicate this shortage
• attack speed bonus from DEX is rebalanced
• changed names for difficulty levels, difficulties have descriptions
• rebalanced swords damage range
• shift for slow movement
• little nerf for damage perk of poison jar
• charge sound is replaced
• better collisions with non attacking enemies
• PP, TP and EP potions now shown on minimap
• damage formulas take weapon speed into account
• bug fixed with wrong working sliders in settings
• bug fixed when difficulty level could be dropped to easy after showing intro text screen and going back after that
• new mouse sensitivity fixes (tests and feedback are needed)
• little fixes for minimap
• no more crazy camera rotations when game window loses focus
• bug fixed when skill upgrades didn't update cooldown info until next tower level
• bug fixed when your speed were affected by toxins only after you drop your movement speed to zero
• other fixes



New Horizons Edition Patch v0.3.0 is released!

Download: Link
• dev logo intro (skippable)
• bandages, first aid consumables, you can buy them from camp merchant ('Misc' tab), heals you if you are lower than 33% HP threshold, can't heal over that threshold, also reduces bleeds
• chain levers, some doors is opened by them
• new equip: power crystalls, they will give you extra active skills
• some skills are castable now, you can cast in motion
• crystallography upgrade for firestarter works now
• settings for showing cooldowns on skillbar (circular, digits, digits+circular)
• new floor 4
• new caster enemy
• new scout enemy
• family clan level system (10 level cap for now), it will give little bonuses later in development
• new prefix on shields, that improves blocking stats
• new item level tier available
• new system that helps generate items, based on level, will help for development
• some skills and effects sprites are redrawn
• new runaway system through Esc menu, before: you could use it with chance to dop all your unequipped items and unsaved currencies, now: you will start casting runaway with no penalties (can't be used in combat)
• potions are redrawn, panel shows hotkeys for them
• dead bodies ricochet against walls is reduced
• when pots apear they pop out with sound, like other items
• redesign for pop-up window when escaping from entrance of current level
• reduces drop for purple crystals currency, will find usage for them later
• redrawn sprite of key
• shields now show its durability (amount of damage you can block before your shield goes to a forced cooldown)
• status effects shown under boss hpbar
• you can now see what direction boss teleports to
• starter equip now has [starter] tag and costs 0 gold
• nerfed headshot damage of throwing rock, but it now can be affected by your accuracy (that is over 100%)
• redesigned showing of buffs and debuffs on hero and enemies
• character generation: instead of randomized hp it randomizes main stats (STR,DEX,INT) in range from -2 to +2
• fighter can now wield shields too
• changes for damage formulas
• rescaled skill damage for new item generating system
• if you block too hard hit you will take remainder of that damage
• slow movement when you hold Alt
• changes for second tier upgrade of flaming jar skill (firestarter), one of options have an explosion
• rage cost of furious roar (vandal) is reduced by 5 RP
• easy difficulty removed
• double improved passive second tier uprage that strengthens class-based stat (for example, attack speed for fighters 2.5% -> 5%)
• now you can sell items in shop window by drag'n'drop
• changed extra slot bow usage, before: instant draw for 2/3 damage, now fully pullable with full damage possible as primary attack
• skill bar now shows weapon swap and shield slam cooldowns
• more optimization for level drawing
• settings for shaders (you can switch off color filter and chromatic aberration)
• wider range of weapon damage (for example, sword 2-3 will be 1-3)
• better drawing for trails of projectiles
• native skill damage that you gain from STR+INT improves with levels
• optimized playing sound of gas
• rage: passive gain over time for being in combat and loses out of it is doubled
• little nerf for crit damage gained from STR
• a few changes and replaces with names of prefixes for resistance and blocking
• when you sell items buyback tab will glow if it is not selected (some players didn't notice that you have 4 tabs in shop: weapons, armor, misc, buyback)
• bag fixed, when odd total poison damage was rounded to even
• bag fixed, when currencies didn't save in camp
• v-sync is on by default for new players (helps with 144Hz double fps speed bug)
• bag fixed, when PP didn't go over base maximum, if you wore cloth armor
• bag fixed, when skill window showed wrong upgrades and masteries in intro
• other fixes



Traits & Weapons Edition Patch v0.3.2 is released!

Download: Link
• 1st level armor, for better defence of level 1 characters
• weak gear drops from barrels
• added settings option to turn music off
• new characters may get up to 2 traits for their further differentiation
• appropriate equip slots are highlighted when you drag an item with mouse
• some new tower upgrades
• message alert on hud for leveling up you character or clan
• added settings option for minimalistic hud
• first tier perks for new skills added with last patch
• clan upgrades, micro bonuses for levelling your clan
• new save system, OLD SAVES WILL BE DELETED!
• new quest Compensation is available for those who lost old save files during game upgrade (you will get some gold, crystals, exp, clan fame, and instant access for 3rd floor), talk with advisor npc in camp
• if you hover mouse over equip slot, you will see pop-up hint of what this slot uses for
• new weapon: slings, axes and maces (maces unlock with vandal class)
• new item prefixes (exp, skill damage, physical damage, energy damage, poison damage, body damage, dot damage), most of theese will appear later on higher lvl gear, but you still can get those bonuses with clan upgrades
• NPC's will wave you a hand, if it has available quests for you
• you will see quest reward list in dialog after completing your quest

• exp gaining from enemy slaying on normal mode (Story) changed from 80% to 90%
• batbirds squick when alerted on hard mode (Ballad) too
• more loot drops for 1st floors
• all gear from boss chests are always good quality (green) for all difficulties
• more useful equip drop from chests and barrels, it depends on your class archetype and masteries
• new players start game with 84 gold, instead of 0
• prefixes little rework for better control over already existing gear
• more useful prefixes on good gear, it depends on your class archetype
• flames on level 'Floor 1-3' are much easier, especially for normal mode
• little changes for spikes damage formula, more depends on your level, less on your max hp
• a bit faster batbirds for intro level, a bit slower for hard mode
• rework for tower upgrades window
• class passive perks for skill usage resource potions now require tower upgrade 'Potions'
• sticks changed from STR-based to STR/DEX weapons (use max value of STR or DEX for damage calculations)
• some changes for trees allocations in intro and camp for more natural look, also added bushes and grass
• health threshold to use bandages changed from 33% to 25% (when you hear heartbeat), but now bandages can heal you over that threshold
• changed TP (trick points) cost for 'Multi Strike' skill from 2 to 1 (for DEX-based archetype)
• items now drop for normal mode as frequent as for hard one, but quality of items will be a bit worse for normal
• cost of spellbooks for new skills changed from 3 crystals to 2
• more noticeable 'new perks available' message
• shields available from the start, don't need to unlock them with first boss
• bows now require bows mastery to use them
• 'Vandal' class no longer has swords mastery, but now he has axes and maces masteries
• 'Fighter' class now has axes and bows masteries
• 'Archer' class now has bows mastery
• working on quest now you will see progress numbers of its tasks (w.i.p.)
• nerfed damage of energy explosion upgrade of 'Flame Vial' skill
• prefixes for physical and energy resists will appear on later higher leveled gear for better usefulness of those
• boss now moves slower and less frequently
• enemies move slower during casting of skills

• bug is fixed, game didn't appear on taskbar
• bug is fixed, some objects could break some window sizes for a second, changing fonts inappropriately
• went from interpretator to complilator, higher performance, new unknown bugs are expected
• 'Fire Wave' skill won't spawn flames under yourself putting fire on you if you are going forward, but you still can got burns from it, if it stops near wall and you touch it
• bug is fixed, weight calculations in intro could be broken if main saved character had too many items in its bag
• new code optimisations for better work
• bug is fixed, if you used medicine pot during bandaging healing could drop to threshold amount, wasting your heal pot
• bug is fixed, sometimes 'Charge' skill had wrong cooldown value
• bug is fixed, description of 'Crystallography' perk said it improves damage of crystal skills, but didn't do it for actual damage calculations
• other minor fixes
• dialogue system
• quest system
• first quest
• new active class skills can be learned through skill books reading
• vagabond new class skill - survival act, defensive maneuver that gives temporary immunity to weapon attacks
• firestarter new class skill - fireball, castable single target attack
• poisoner new class skill - toxin vial, makes enemies to suffer debuffs like slowdown
• fighter new class skill - swifty strikes, 3 sweeps combo
• archer new class skill - leap out, defensive maneuver, hero jumps out of troubles
• vandal new class skill - hammering strike, powerful melee attack that can apply stun

• intro npcs talk with player through dialoge system
• 'stamina' (resource type for AGI+INT archetypes) renamed to a 'focus'
• multi strike skill is nerfed for 30% damage
• dialogues with clan upgrade master (you can buy skillbooks (for crystals currency), or take a skill upgrade reset)
• rework for low health or resource indication, red screen changes, heartbeat sound, flashing of numbers
• rework for armor formula, it gives less flat reduction, a bit more for resistances
• little nerf for enemies on 1st floor on normal
• little nerf for enemies on 4rd floor on normal
• on normal you can see range of thunder attack
• redone formula for heal pots healing, it was just % of max hp, now it depends on level and for some % of max hp
• control tips for inventory, stash and shop windows

• bag is fixed when gas sound could go to loop
• better scaling for hp and resource info panel
• bag is fixed when non-existent char died after intro, if you didn't have a saved char
• bag is fixed when char name in intro text didn't match with actual intro char name
• more optimized and improved transfering of items between inventory and stash
• other minor fixes


Stealthy Rogue Edition Patch v0.3.4 is released!

Download: Link
• New weapon type: Spears
• Enemies have levels (will be useful later)
• NPC vendors and quest givers are shown on the map
• New class: Rogue (DEX+INT, trickster archetype)
• Questline to unlock a rogue class
• Rogues have nicknames instead of names
• First 'blue quality' item

• When you are allowed to increase your STR/DEX/INT stats you get 4 points to distribute, instead of 2
• STR weapons and DEX weapons perks reworked to STR weapons, DEX weapons, and STR/DEX weapons
• New animation and decreased attack range for daggers
• Charge skill spends rage for attack attempt, not for actual hitting, better description in tooltips
• Crit power gained from STR is nerfed a bit
• Changed mini cooldown drawing
• Clan bonuses are buffed a bit
• You can check recommended levels for quests in Quest Log
• Changes in Tower Upgrades
• Maximum Clan Level increased from 10 to 15

• bug is fixed, mobs flew away from deathblows in wrong ways
• fixed some issues with boss resists
• when you leave non-tower locations you don't appear near the tower entrance, but on the location selection screen instead
• bug is fixed, you could break your questline on clan domain taking the last quest and leaving location before you took the key
• New tower upgrade "Legacy Loot II"
• New trait "Tenacious", after activation replaces with "Survivor" trait
• New trait "Reckless", decreases extra slot weapon cooldown (available to STR, STR+DEX and DEX classes)
• New trait "Especial", +1 perk from start (available to STR, STR+INT and INT classes)
• Quest Log added
• NPC animations for dialog window
• Equipped weapons are shown on the back (can be turn off in settings)
• New equipment: bags, added bag equipment slot
• New equipment: ammo, added ammo slot (ranged weapons could be used without an ammo equip, but would do lesser damage)
• Character will get extra stat points either perk points for every 5 levels
• Added rings and necklaces for item level 1
• Overweight is shown on debuff panel
• New stat "Clarity" - reduces Energy cost of skills, depends on INT, also can be obtained from clan bonuses
• New stat "Evasion"
• New item prefix that increases skill resource pool
• Perk System, 1 perk point for every 10 levels, 12 different perks implemented
• Added 2nd page for "Skills" window, shows traits and perks
• Legacy loot indicator is shown under currency, if you dropped it
• New power crystal: power strike (windup, STR-red)
• New power crystal: critial strike (windup, DEX-yellow)
• New power crystal: fire bolt (fast cast, INT-blue)
• New power crystal: barrel destroyer (long cast, Pet skill-light blue)
• New clan bonus: decreases extraslot weapon cooldown
• New stat "Pet Damage", also as new prefix (for item level over 4), new clan bonus
• New 8 quests
• Added sounds for quest accept/complete
• Added equip system for NPCs (cosmetics)
• Notes system
• Clan's Domain (W.I.P.)
• Smooth transitions between levels and for entering/exiting buildings
• Weaponer in Domain sells weapons and shields
• Armorer in Domain sells armors
• Gemcutter in Domain sells jewelry and crystals (for crystal currency) and gives quests

• "My Patrons" list added to the Credits
• Changes in save system, OLD SAVES WILL BE DELETED (again)!
• On hard enemies can drop green items from the start, for normal you will still need to beat 3rd floor
• Level ups restores health and skill resorce for normal, but only resource for hard
• Furious Roar of Vandalcost decreased from 25 to 20, skill improvement that decreases that cost changed from -5 to -3
• In the Camp and Clan's Domain if you do retirement you automatically pick up previous loot, even if you don't have "Legacy Loot" tower upgrade
• Elves enemies - hp decreased, exp increased
• Trait "Subtlety" is now available only to DEX, INT+DEX and INT classes, INT-1 => INT-2
• Trait "Meteorism" is turned off by default with "Silly Humor" option in settings
• Changed item coloration system , so now you can sort items by color more accurate
• Quest Items are now 'yellow', and skillbooks are 'light blue'
• Quest messages like accepted/completed/picked up is shown on the gui, instead of over enemies and picked items
• STR gives less weight capacity
• Item prefix for weight capacity gives less value
• Added requirements for power crystals
• Removed ability to reroll your character in the tower from Restart option due being outdated mechanic, but you still can go to retirement from Camp/Domain
• You can nomore reroll your roster on title screen
• Gray loot: moldy coin from 4th floor barrel drop changed to damp book, added new gray loot for quest chain location on getting back your land
• Changes for some archetype names
• Faster Rage gaining
• Warrior archetype (Fighter) uses Rage Points instead of Power Points
• Trickster archetype (Poisoner) uses Trick Points instead of Focus Points
• Sold junk to vendor is destroyed, can't be bought back
• To enter relax mode you no more need to not move your mouse
• Clothes give more resource pool as innate bonus
• INT increases Energy pool a bit
• Light armor now have evasion innate bonus
• Fighter passive skill improvement Offensive => Dual-Wield
• Removed traits for poison resist and heal power for being not very interesting
• Overweight affects your abbility to Run Away from tower through Esc menu
• Clan Bonuses: available through character window, no more cost crystals, don't need to visit an npc anymore
• Added damage spread to Multistrike skill and other cleave attacks
• Charge skill: 2nd tier improvement: added "-2 sec cooldown" for left one and "+50% dodge for 1 sec" for right one
• Animated interface: added extra optionin settings, tooltip added
• Charge skill: if you have enough Rage you can trigger autoattack on touching your enemy if you didn't use it manually
• Vagabond class passive skill: accuracy => max damage of sticks
• Power crystal "Multi Strike" has more dependence from STR and DEX
• More blob shadows, even for projectiles like rocks and arrows
• Trait "Sinistral" more properly uses its left hand
• More distinctful usage of right/left hands from first person camera
• Vandal's "Hammering Strike" and Fighter's "Swifty Strikes" skills have 0.5 sec windup
• Buy Back cost of sold item is now the same as sell to vendor cost
• Updated skill description in "Skills" window
• Activating skillbooks unlocks its skill forever, next characters of this class would automatically get it on certain level
• Sticks are STR-based again, but Vagabond has innate perk that lets you also use DEX for Sticks
• In dialog window it is clear what quest you accepted, what you can accept and what you can complete
• Question/exclamation marks over quest NPCs' heads
• Text notifications on what items you picked up

• Cultist Boss on last phase can take 1 minimum energy damage from burning
• Fixed problem of autoscaling on displays with height over 768 pixels
• Fixed projectile trails
• Appropriate blood splashes and other such decals on ceil as well
• Bandages should show appropriate hp numbers of what you can use them
• Fixed torch lighting overlapping over other sprites
• Fixed shadows overlapping artifacts
• Pick up item tooltip shows if it has [Starter] mod